b486678290
Library -Artifacts
91 lines
2.4 KiB
C#
91 lines
2.4 KiB
C#
#if !UNITY_JOBS_LESS_THAN_0_7
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using System;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Jobs;
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namespace Unity.Jobs.Tests.ManagedJobs
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{
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public class JobStressTests : JobTestsFixture
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{
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struct JobSetIndexValue : IJobParallelFor
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{
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public NativeArray<int> value;
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public void Execute(int index)
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{
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value[index] = index;
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}
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}
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[Test]
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public void StressTestParallelFor()
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{
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StressTestParallelForIterations(1, 5000);
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}
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public void StressTestParallelForIterations(int amount, int amountOfData)
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{
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for (var k = 0; k != amount; k++)
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{
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var len = UnityEngine.Random.Range(1, amountOfData);
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JobSetIndexValue job1;
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job1.value = new NativeArray<int>(len, Allocator.TempJob);
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JobSetIndexValue job2;
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job2.value = new NativeArray<int>(len, Allocator.TempJob);
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var job1Handle = job1.Schedule(len, UnityEngine.Random.Range(1, 1024));
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var job2Handle = job2.Schedule(len, UnityEngine.Random.Range(1, 1024));
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job2Handle.Complete();
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job1Handle.Complete();
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for (var i = 0; i < len; i++)
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{
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Assert.AreEqual(i, job1.value[i]);
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Assert.AreEqual(i, job2.value[i]);
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}
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job1.value.Dispose();
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job2.value.Dispose();
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}
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}
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struct JobSetValue : IJob
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{
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public int expected;
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public NativeArray<int> value;
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public void Execute()
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{
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value[0] = value[0] + 1;
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}
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}
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[Test]
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public void DeepDependencyChain()
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{
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var array = new NativeArray<int>(1, Allocator.Persistent);
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var jobHandle = new JobHandle();
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const int depth = 10000;
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for (var i = 0; i < depth; i++)
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{
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var job = new JobSetValue
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{
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value = array,
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expected = i
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};
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jobHandle = job.Schedule(jobHandle);
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}
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jobHandle.Complete();
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Assert.AreEqual(depth, array[0]);
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array.Dispose();
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}
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}
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}
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#endif
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